#RPGaDAY, Last Year: Day 21 – Favorite Licensed Game

A year ago, the topic was What’s your favorite licensed game?, which complements the this year’s “What game would you like to see licensed?” question. My answer still remains the same, although I’d add a third runner-up: the Ghostbusters RPG from West End Games.

Here’s my response from last year:


 

Second runner-up would be Marvel Heroic Roleplaying from Margaret Weis Productions. It’s the first superhero game I’ve played where the game actually felt like a comic book. Our cosmic-level hero was ripped out of space and time to be rebuked by his superior for all the choices he made, right in the middle of a huge fight, with the mental battle against the angelic supervisor just as important as the physical battle against Ultron. It felt just like a comic book – a Marvel comic book.

First runner-up is the Star Wars line of role-playing games from Fantasy Flight Games. I have only run a few games with that as a one-shot, but man, do I love the system and the way that players can have input into what’s happening. While I liked the d6 system from West End Games, the FFG versions seem to add more action and adventure into the game session. Plus, the artwork and layout of the line is fantastic.

prophecy girlThe two above are great games and are serious contenders for the top spot, but I have to give that to Eden Studio’s Buffy: The Vampire Slayer. The writing style (and overwrought trade dress) are perfect to drop the player right into the setting. The Cinematic version of Unisystem was developed for the action movie feel displayed in the show, much how the Heroic version of Cortex Plus was developed for Marvel, above. The terminology for skills – fighting with weapons was termed “Getting Medieval”, shooting was “Gun Fu” – echoed the Buffiness of the setting.

Not only is B:tVS fast to play, it’s also low on prep – a huge bonus for GMs like me. Players stat out their characters, breaking them down into about twenty skills plus a handful of attributes. Antagonists only have three stats to keep track of. It’s a good mix of traditional roleplaying game character creation for the players and ultra-simple light gaming for the GM. (It also made me realize that I didn’t have to play the same game that the other players were. To create a Blue Planet character, you have to go through this insane lifepath system (for NPCs, too!). While the players did that, all the NPCs they met were effectively Ghostbusters characters with Muscle, Moves, Brains, and Cool.)

The action is all on the heroes too: if you play Buffy, it’s the players making all of the dice rolls (which felt very strange the first time I played it).

Even though I haven’t played it in years, Buffy is one of the older RPGs that I still own in print format. It’s just that good.

#RPGaDAY2015, Day 20: Favorite Horror RPG

chill

Favorite Horror RPG? To play fair, I’m not going to list anything I’ve worked on or are contracted to work on. Around this time, last year, it seemed that if there was a horror RPG in the planning stages, I was on it. Chill, Demon Hunters, and Urban Shadows come to mind. There’s probably another horror RPG in there I’m missing.

So for horror–hang on a second.

What is horror, anyway?

Would Buffy, the Vampire Slayer be classified as “horror”? Even though it follows the same steps as your Chill does — there’s a monster, and there’s some monster hunters and they track down whatever is threatening Normalville — the same can be said of Dungeons & Dragons with that game’s monster slayers.

No, it’s got to be something else.

Something about a modern setting and “dark forces” manipulating things from the shadows? Some sort of urban fantasy like the World of Darkness (which even the Hunter game with humans against monsters probably comes closest to “horror”, but I really have doubts it should be classified that way). But that way also leads to Dresden Files.

Maybe it’s something that involves scaring the players? Making them uneasy, the way Dread does. (Does Call of Cthulhu evoke that feeling?) I might go with that.

We played The Armitage Files, which is an excellent campaign for Trail of Cthulhu, a GUMSHOE-driven game, but GUMSHOE didn’t click with the group. While I loved the heck out of the campaign, the system didn’t work with us — I’m not sure if we missed something key in the game or not. While we had some neat spooky bits, I don’t think we had anything creepy as Lacuna, Part One.

Like humor, I think most horror comes from play. If a game is set up to facilitate that, all the better.

Lacuna was a great horror game when I ran it.

lacunacoverIn Lacuna, you’re basically travelling into the land that everyone travels to when they dream. You’re hunting down serial killers in this dreamland — the murderer has already been caught and is sleeping right next to you — where you can cleanse his or her personality. It’s heavily implied that your characters were psychopaths who had been cleansed in the exact same manner. It’s also implied that the organization behind this rehabilitation isn’t reliable.

So, off to the city you go, where party balloons are filled with cockroaches, where the city’s spider-faced policemen hunt you down, where each action you take to survive might send your body in cardiac arrest.

As an aside, most horror games give crap advice for making a scary atmosphere. Turn the lights down low. Use candles. Use a soundtrack with scary music. No, no. What you want to do is turn all the lights on in the room. Then open the curtains and drapes to the night — all the windows in the room. It’s dark outside. Anyone could be watching. It’s a little unnerving. It’s a little unsettling. It puts your players in an uncomfortable spot. The unease comes in and that’s what you want. I did that in the Lacuna game we ran, and man, was it effective!

#RPGaDAY, Last Year: Day 20 – What RPG Would You Be Playing In 20 Years?

“What RPG would you still be playing twenty years from now,” asks #RPGaDAY today.

Well, twenty years ago, I was playing Dungeons & Dragons and Shadowrun. The two most recent games I’ve played were Dungeons & Dragons and Shadowrun. In twenty years from now, it would probably be one of those two games.

Nah. It’s not Shadowrun.

srrIcon_hi-resBoth games are on their fifth edition now, and looking back over them, Shadowrun has been enamored with complexity in an attempt at realistically simulating how grenades and bullets would work in a world where there are cybernetic elves casting magic spells at six-foot-tall wasps that primarily aren’t physical creatures. The complexity of running any sort of combat in Shadowrun 5th Edition is as thick as any of the earlier versions. Over the last twenty years, I’ve been favoring games that are lighter, faster, and allow for more time for story. Two decades from now, I’ll want something even more like that – Shadowrun isn’t that game and shows no change in that direction.

Aside: If we’re talking games with heists, Leverage does it so much better. The part about Shadowrun I absolutely hate is the planning phase, where I sit around doing nothing for an hour or two while the players discuss exactly how they are going to break into the location, despite the shit hitting the fan two dice rolls later and everyone is improvising. I also want to run Will Hindmarch’s Dark when that comes out, but I’m afraid that I’m getting burnt out on the infiltration/heist game mode. We’ll see.

There’s also another thing that I strongly dislike in the current (and most past) versions of Shadowrun: doing nearly everything seems to require a bazillion dice rolls. Oh, if the summoning action was like Apocalypse World!

When you summon a spirit, roll+Magic. A spirit appears and owes you one service. On a major hit, choose two from the following list. On a minor hit, choose one. On a miss, you take massive drain.

  • It owes you two more services.
  • It owes you two more services.
  • You take no drain.

Bam, over and done.

D&D 5 is a pretty neat game. Unlike the massive rules bloat of 3rd and 3.5, where the DMG has about eight hundred words devoted to rules about door hinges, the more recent editions had taken a step backwards to an easier game. 4th Edition tried to play faster than 3.5 (until you got to high-enough levels where the players at the table had too many game-move options that analysis paralysis set in to bog things down). 5th Edition’s combat rules are about ten pages long. Let me restate that:

The rules for fighting creatures, the primary thing characters do in Dungeons & Dragons, is contained in less than ten pages.

That’s amazing. Combat is about as quick as it was back in AD&D 2nd edition. You can go and fight and have more story in a game session. In twenty years, I expect that my styles would continue to go more towards rules-light games ((I never thought I’d say that about Dungeons & Dragons.)) that can let the narrative shine through.

And if I’m not playing that in twenty years, I’m probably playing Fate.

And now, Thomas? What would you be playing in nineteen years from now?

I’m really impressed with how simple D&D 5 is to run. If Dungeons & Dragons continues on the trajectory away from the bloat of 3.5, all the better — I’ll probably be playing Dungeons & Dragons 8 or whatever rules-light system is around then. Maybe Primetime Adventures.